If your combination is one in which all three cards can be replaced

with the duplicate, making three extra fifteens, it must be worth 20

altogether; 8 for the four fifteens, and 12 for the double pair royal.

[Illustration:

🂢 🃖 🂷 🂧 🃇

]

If you have two duplicates of any one card in the original combination,

there are only two extra fifteens, and the combination will be worth

12; 6 for the three fifteens, and 6 more for the pair royal.

[Illustration:

🃒 🂦 🃖 🂷 🃗

]

If you have duplicates of two different cards you can form four

fifteens; because you can replace the Seven first, and then the Six,

and then put the first Seven back again with the new Six. This will

make the combination of the same value as if you had three duplicates

of one card, 12 points; 8 for the four fifteens, and 4 for the two

single pairs.

_=Combinations.=_ The beginner’s greatest difficulty is in counting

hands which contain all three varieties of counts; pairs, sequences,

and fifteens. But if he is familiar with the values of the various

combinations taken separately, he will have no difficulty in computing

them when they are found together. Some regular order should be

observed in going over the hands, so that nothing shall be forgotten.

The majority of players begin with the fifteens, as they are more

liable to be overlooked, and then reckon the value of the runs and

pairs together.

Take the following examples:--

No. 1. [Illustration: 🃕 🂵 🂥 🃖 🃇]

No. 2. [Illustration: 🂦 🃇 🂨 🃈 🃘]

No. 3. [Illustration: 🃆 🂧 🂸 🂩 🂹]

No. 4. [Illustration: 🃖 🂷 🃗 🃈 🃘]

No. 1 contains a fifteen in addition to the three runs of three and the

pair royal, and is therefore worth 17 altogether. Nos. 2 and 3 each

contain three fifteens; but No. 2 is worth 21 points on account of the

three runs of three and the pair royal, while No. 3 is worth only 16;

a double run of four and a single pair. No. 4 contains four fifteens

in addition to the four runs of three and two single pairs, and is

therefore worth 24 points.

The best combination that can be held in hand or crib is three Fives

and a Jack, with the Five of the same suit as the Jack for a starter.

We have already seen that the four Fives by themselves are worth 20,

to which we must add the four extra fifteens made by combining the

Jack with each Five separately, and one more point for his nobs, 29

altogether. If the Jack was the starter, the combination would be worth

30 to the dealer, but his heels would have to be counted before a card

was played.

_=Flushes.=_ In addition to the foregoing combinations, if all four

cards in the hand are of the same suit the player can peg four points

for the flush; if the starter is also the same suit, five points. A

flush does not count in the crib unless the starter is the same suit,

and then it counts five points. Flushes are never made in play.

_=Laying Out for the Crib.=_ With this knowledge of the objects of

game, and the various counting combinations, it will be seen that each

player should keep the cards which count the most for him, or which are

most likely to form good combinations with different starters.

Suppose the non-dealer holds these cards:--

[Illustration:

🃖 🂧 🂨 🂸 🂩 🃚

]

If he puts the two Eights in his adversary’s crib, he not only gives

him two very good cards, which go to form a great many valuable

combinations, but he leaves himself absolutely nothing but 2 points for

a single fifteen, formed by the 9 and 6. It would be a little better,

but still very bad play, for him to discard the 8 and 6, leaving

himself a sequence of four cards and a fifteen, 6 points altogether. He

might do a little better by discarding the 10 and 8, leaving himself

a run of four, and two fifteens, 8 points altogether. If he discards

either the 10 and 9, or the 10 and 6, he will leave himself a double

run of three, a pair, and two fifteens, 12 altogether. Of these two

discards, that of the 10 and 6 is better than the 10 and 9, because the

10 and 9 might help to form a sequence in the adversary’s crib, whereas

the 10 and 6 are so far apart that they are very unlikely to be of any

use.

Cards which are likely to form parts of sequences are called _=close

cards=_, and those which are too widely separated to do so are called

_=wide cards=_.

_=METHOD OF PLAYING.=_ The crib laid out and the starter cut, the pone

begins by playing any card he pleases. The card he selects he lays face

upward on the table on his own side of the cribbage board, and at the

same time announces its pip value; two, five, or ten, whatever it may

be. It is then the dealer’s turn to play a card from his hand, which

is also laid face upward on the table, but on the dealer’s side of the

cribbage board. Instead of announcing the pip value of this second

card, the dealer calls out the total value of the two cards taken

together. The pone then lays another card on the table face upward and

on the top of the first, which is not turned face down, and at the same

time announces the total pip value of the three cards so far played;

the dealer plays again, and so on.

If at any time the total pip value of the cards played is exactly

15 or 31, the one who plays the card that brings it to that number

pegs two points for it at once. If any counting combination, such as

a pair, pair royal, or sequence, is formed by the cards played, its

value is pegged by the person that plays the card which completes the

combination; but neither player is allowed to play a card which will

make the total pip value of the cards played pass 31. The method of

forming and pegging these various combinations in play will be better

understood if they are described separately. A card once played cannot

be taken up again, unless it passes 31.

_=Pairs.=_ If the first card played by the pone should be a 6, and the

dealer had a 6 also, the latter would probably play it, announcing:

“Twelve, with a pair,” and pegging two holes. If the pone held a third

six he would immediately play it, announcing: “Eighteen, with a pair

royal,” and would peg six holes for the three pairs which can be formed

with the three Sixes, although he did not hold all of them. If the

dealer was fortunate enough to hold the fourth Six he might rejoin

with: “Twenty-four, with a double-pair-royal.” This would entitle him

to peg twelve more holes, although he had already pegged the single

pair.

_=Sequences.=_ Suppose the first card played by the pone was a 4. The

dealer plays a 2, announcing: “Six.” The pone plays a 3, announcing:

“Nine, with a run of three,” and pegging three holes for the sequence

formed in play. The dealer plays an Ace; “Ten, with a run of four,” and

pegs four holes for the sequence of four cards made in play, all of

which are face upward on the table, although he held only two of them.

_=Fifteens.=_ The pone then plays a 5, which, added to the 10 just

announced by the dealer, makes 15, with a run of five cards; seven

holes to peg altogether. (This is quite independent of the sequence

previously scored, just as the double pair royal was of the previous

single pair.) The dealer now plays a deuce, and announces seventeen.

This card does not form any sequence with those that have gone

immediately before it, because if the order of play is retraced it will

be found that another deuce is encountered before we reach the Four.

This illustrates the rule already given, that sequences formed in play

must always be single, and cannot be reckoned with substitute cards,

like pairs royal. If they could, the last player in this case might

claim a double run of five and a pair.

The pone now plays another 4, which forms the sequence afresh if we go

back to the third card played. He announces: “Twenty-one, with a run of

five,” and pegs five holes more. The dealer plays a 3, also claiming a

run of five, which he pegs, and as that is the last card to be played

in that hand he also pegs one hole for _=last card=_.

The total score of the dealer is now 10 points, and that of the pone is

15. The cards they held, and the order in which they were played is as

follows:--

[Illustration:

Pone:-- 🂤 🃃 🃕 🃔

Dealer:-- 🃂 🂱 🂲 🃓

]

_=SHOWING.=_ In order to illustrate the manner of counting the hands,

which is called showing, let us suppose the starter to be a Queen,

and that the pone discarded an Ace and a Ten for the crib, the dealer

laying out two Jacks.

The non-dealer always has the first show, as an offset to the advantage

of the dealer’s crib. The pone therefore shows his hand, which,

combined with the starter, is as follows:--

[Illustration:

🂭 🃃 🂤 🃔 🃕

]

This is worth 10 holes; the run of three with one duplicate is always

worth 8, and the fifteen formed by the starter and the Five counts 2

more. This puts the pone’s total score to 25 points.

The dealer then counts, showing his hand first. This, with the starter,

is as follows:--

[Illustration:

🂭 🂱 🂲 🃂 🃓

]

This is worth 14 holes. In addition to the run of three with one

duplicate, three fifteens can be formed by combining the starter and

a Three with each of the deuces, and then taking the starter and the

Ace with both the deuces together. This puts the dealer’s total score

to 24, with the crib still to count. This is as follows, with the

starter:--

[Illustration:

🂭 🃛 🂫 🃚 🂡

]

This is worth 9 holes; 8 for the run of three with one duplicate, and

1 for his nobs. There are no fifteens, and the Ace is worthless. This

puts the dealer three holes round the corner, and on the homestretch

for the game hole.

The deal now passes to the player that was the pone, and the next crib

will belong to him.

Beginners often experience difficulty in deciding when a run has been

made in play, and when it has not. If there is any dispute about it,

the cards should be placed as shown in these diagrams, and if any

duplicate is encountered before the run is complete, it cannot be

pegged.

Take the following examples:--

[Illustration:

🂡 🃒 🃖 🃄

🃅 🂲 🃓

]

There is no sequence, because we encounter a duplicate deuce before we

reach the Five. If the last player had a Five to play now, it would

make a run of five cards, stopping at the deuce of hearts. Take the

following:--

[Illustration:

🂦 🃑 🃅 🃒

🂣 🂤 🃁 🂶

]

There is no sequence; but if the pone had played his Five for his

second card, the dealer would have pegged two runs; one of four, and

one of six, besides the last card; the pone making one run of five and

a pair, as follows:--

[Illustration:

🂦 🃅 🃒 🃑

🂣 🂤 🃁 🂶

]

It will be seen that if the dealer had not played his Ace and kept

his Six at the last, the pone would have pegged eleven holes on him,

instead of seven.

_=Go, and Thirty-one.=_ When a person has no card which he can play

without making the total pip value of all the cards played more than

31, he must say to his adversary: “Go.” That is, “Go on and play, for I

cannot.” If his adversary has no cards left, the player must say “go”

to himself. When a person is told to go, he must play as many cards

as he can without passing 31. If he reaches 31 exactly, he scores two

points; if he cannot quite reach it, he scores one point for the go.

The principle is that if 31 cannot be made by either player, the one

playing the card that brought the count nearest to it shall count one

for it, even if he has told himself to go. There is no count for “last

card” if it makes 31. But the “last card” counts if it makes 15.

If a player tells another to go when he can still play himself, he

forfeits two points, and his adversary may, if he chooses, take back

the cards to the point where the error occurred and have them played

over again. The same penalty can be enforced against a player who pegs

for a go when he can still play.

Suppose the first card played is a Jack. The dealer, holding two Nines,

an Eight, and a Five, plays the Five, and pegs 2 for the fifteen. The

pone plays a Nine, announcing the total as twenty-four. The dealer

cannot pair this Nine, because it would run the count past 31, neither

can he play the Eight, so he says, “Go.” The pone pegs the go without

playing, which shows that he is also unable to play, having nothing so

small as a Seven.

Both then turn down the cards already played, and the one whose turn

it is to play begins all over again with his remaining cards or card,

announcing its face value, his adversary playing after him until their

cards are exhausted or they reach another 31.

To continue the foregoing example, let us suppose the dealer to play

one of his Nines. The pone plays a Jack, and announces “Nineteen.” The

dealer plays his remaining Nine, and calls “Twenty-eight.” The pone

tells him to go, and he pegs one. These three cards are turned down.

The pone then plays a Ten, and the dealer marks one for the last card.

The hands and crib are then shown.

If either player can reach exactly 31, he scores two points for it,

whether he has been told to go or not. Suppose the pone begins with

a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone

pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer

with two Fives and a Four in his hand, plays the Four, and calls

“Twenty-five,” hoping the pone has no small card, which will allow

the dealer to make a run of three with one of his Fives if he is told

to go. But the pone plays a Five, calling: “Thirty, with a run of

three.” The dealer tells him to go, and he plays an Ace, pegging two

holes for the 31. The cards are all turned down, and the pone having

no cards, the dealer plays his two Fives, and pegs a pair and the

last card. The pair counts in this case because the adversary has no

cards to interfere with it. A run of three might be played and scored

in the same way, because the score for combinations made in play are

determined by the order in which the cards are played, irrespective of

who plays them.

_=Irregularities in Hands.=_ If a player is found to have too many or

too few cards, after he has laid out for the crib, his adversary pegs

two points, and may also claim a fresh deal. If the deal is allowed to

stand, superfluous cards must be drawn at random by the adversary, who

may look at the card or cards so drawn before placing them in the pack.

If either player is found to have too few cards after having laid out

for the crib, he has no remedy. His adversary pegs two points, and the

short hand must be played and shown for what it is worth.

_=Irregular Cribs.=_ If the superfluous card is found in the crib,

and the non-dealer had the short hand, the dealer may reckon all the

combinations he can make in the six-card crib; but if it was the

dealer who had the short hand, the superfluous crib is void. If the

crib contains a superfluous card, both the players having their right

number, the non-dealer pegs two holes for the evident misdeal, and the

crib is void. If both players have their right number, and the crib is

short, it must be shown for what it is worth; but the non-dealer pegs

two holes for the evident misdeal.

_=Irregular Announcements.=_ There is no penalty if a player announces

a wrong number as the total of the cards played, provided he does

not peg an erroneous fifteen or thirty-one. If the following player

does not correct the announcement, but plays and adds to it, the

error cannot be rectified. If any holes are pegged for an erroneous

announcement, the adversary may demand that they be taken down again,

and may add the number to his own score.

_=Miscounting.=_ If a player over-counts his hand, crib, or play, and

pegs the points erroneously claimed, his adversary may call attention

to the error, demand that the superfluous points be taken down again,

and may add them to his own score as penalty. Should a player neglect

to peg the full value of his hand, crib, or play, his adversary may add

the neglected points to his own score, after pointing out the omission.

Should a player be mistaken in exacting either of these penalties, he

must not only take down what he pegged, but allow his adversary to peg

the same number as penalty.

None of these corrections can be claimed until the player in error has

pegged and quitted the score; that is, removed his fingers from the

front peg. The claim should always be prefaced by the word _=Muggins=_.

If the error is one of omission in play, the adversary must play his

own card before claiming muggins. If it is in the hand or crib, the

adversary must wait until the points claimed are pegged and quitted. If

there are no points claimed, he must wait until the cards are turned

face down, thus acknowledging that there is apparently nothing to

score. A player is not allowed to tell his adversary whether or not he

has counted his hand or crib correctly, until it is pegged.

_=Nineteen.=_ As it is impossible to hold 19 in hand or crib, it is

a common practice for a player, when he has nothing at all to score,

to announce, “Nineteen.” The numbers twenty-seven, twenty-six and

twenty-five are also impossible.

_=Pegging.=_ Neither player is allowed to touch the other’s pegs. If

the score is erroneous, the player in fault must be called upon to

remedy it himself. A player whose pegs are touched by his adversary can

score two holes for penalty. If a player removes his adversary’s front

peg, the latter may immediately claim the game. If a player displaces

his own front peg, he must place it behind the other. If both players

displace their front pegs, as by accident, they may agree to replace

them where they believe them to have stood; but if they cannot agree

they must call the game void.

_=Pegging Out.=_ In pegging during the play, the first man to reach

his game hole wins, no matter what either may have in hand or crib. If

neither can peg out in play, the non-dealer has the first show. If he

cannot show out, the dealer proceeds to count his hand and then his

crib. If he cannot show out there must be a new deal.

_=CHEATING.=_ The greatest advantage at Cribbage is to secure good

starters, and for this purpose the greek adopts various methods of

trimming and marking the cards so that he may secure a starter exactly

suited to his hand. After trimming certain cards a trifle longer or

shorter than others, the pack to be cut may be presented to the pone in

such a manner that he will unconsciously lift them either by the ends

or the sides, according to the wish of the dealer, and so uncover a

starter exactly suited to the dealer’s hand or crib. When the sharper

has the cut, he can of course uncover any card he pleases. With marked

edges, the pone can cut down to a card of any desired denomination.

Some audacious gamblers make it a rule to get a starter by simply

removing the top card and turning up the next one. It is needless to

say that the second card has been carefully pre-arranged. Any person

who fingers the pack longer than necessary in cutting starters, or

who cuts sometimes by the edge and sometimes by the side, will bear

watching. Marked cards and second dealing are great weapons in a game

where so much depends on a knowledge of the adversary’s hand, and on

securing good counting cards for yourself.

_=SUGGESTIONS FOR GOOD PLAY.=_ In the six-card game the hand is more

valuable than the crib, because you know what it contains, whereas the

crib is largely speculative. In the five-card game, in which there

are only three cards in the hand and four in the crib, it is usual to

sacrifice the hand very largely for the possibilities of the crib,

because of the much larger scores that can be made with five cards, the

starter and four in the crib.

_=Baulking.=_ In both games it is the duty of the pone to baulk the

dealer’s crib as much as possible, by laying out cards which are very

unlikely to be worth anything, either in making fifteens or in filling

up sequences. Pairs it is impossible to provide against, and the

chance of making a flush is remote, but should be avoided if there is

any choice. The best baulk is a King and Nine; tenth cards and Aces

are also very good cards to lay out. Cards which are at least two pips

apart, called _=wide cards=_, are better than _=close cards=_, as the

latter may form sequences. Fives are very bad discards, and so are any

cards that form a five or a fifteen.

_=The Crib.=_ In laying out for his own crib, the dealer should

preserve his own hand as much as possible; but other things being

equal, the best cards to lay out are pairs, close cards, and cards that

form fives, such as Fours and Aces. If these elements can be combined,

so much the better. An Eight and a Seven, for instance, are not only

close cards, being only one pip apart, but form a fifteen. The same is

true of a trey and deuce.

_=Keeping.=_ In selecting the hand to keep, much depends on the score.

Early in the game you want a counting hand; near the end, especially

if you have only four or five points to go, you want a pegging hand;

that is, one with every card different, so that you can pair several

cards, or make fifteens with almost anything that the pone may lead. In

keeping a counting hand, much depends on whether it is good in itself,

or needs a starter. In reckoning on the possibilities of the starter,

it must never be forgotten that there are sixteen tenth cards in the

pack, and that they are therefore the most probable starters of all. It

is better to keep sequences open at both ends than those open in the

middle. With two Sevens and two Eights, either a Six or a Nine will

make your hand worth 24; but with two Eights and two Sixes, nothing but

a Seven will improve your hand more than 4 points. Sequences are the

best to keep, especially those of three cards with a duplicate. After

them pairs royal are valuable, and next to them cards which will make

a number of fives in various combinations, such as two Threes and two

deuces.

_=Leading.=_ There are two systems of playing, known as _=playing

off=_, and _=playing on=_, and they are selected according to the

player’s position in the score. Long experience has shown that in

six-card Cribbage the average expectation of the non-dealer for his

hand and play is 12 points; and for the dealer, in hand, crib, and

play, is 17. This being so, each player having had a deal, their scores

should be about 29. If a player is 29 or more, he is said to be _=at

home=_; and if he is seven or more points ahead of his adversary on

even deals, he is said to be _=safe at home=_. When a player is safe at

home, he should play off; that is, take no chances of scoring himself

that might give his adversary a chance to make a still better score.

This is usually found in the method of playing sequences. A player who

avoids playing cards that might lead up to a run is said to play off.

If he invites the run, hoping to make it longer himself, he is said to

play on. When a player is behind, it is better for him to play on,

and to seize every chance to score, especially with sequences. As it

is considered an advantage to be ahead on the first deal, most players

prefer a forward game on the opening hand.

_=Playing Off.=_ In this it is best to play cards on which it is

unlikely that your adversary can score. Lead Aces, Twos and Threes,

which cannot be made into fifteens. Do not pair his cards unless you

have a card which will make you a double pair royal, (without passing

31,) if he should make a pair royal on you. Do not play close cards

which he may turn into sequences.

Never play a card which will allow the adversary to make a double

score, such as a pair and a fifteen, or a sequence and a fifteen at the

same time. Such as the following are all bad plays: 9 on 3; 7 on A; 6

on 3, 4, or 5; 5 on 5; 4 on 7; 3 on 9; A on 7. All these expose you to

the immediate rejoinder of a double count. Of course, if you have the

card to make a pair royal in return, that is another matter, and is

playing on, not playing off.

Do not play a card which brings the pip count to 5 or 21 if you can

help it; because any tenth card will enable your adversary to peg two

holes. Be a little wary about pairing the first card played, unless you

have a third of the same denomination. If you have a choice between

a pair and a sequence, your decision will depend on whether you are

playing off or on. If you are playing off, make the pair, and take no

chances of long runs.

_=Playing On.=_ In this you play to give your adversary a count, hoping

to make a better yourself. It is always advantageous to play one of a

pair, and to begin with one end of a sequence. If he pairs your first

card, you can reply with a pair royal. If he plays to make a sequence,

you can sometimes hold him off until you get the score, and he will be

unable to continue the run without passing 31. Play one of two cards

that form a five, such as 3 and 2; 4 and A. If he plays a tenth card

to it, you can peg fifteen. In playing on, you should make all the

sequences possible, taking chances of your adversary’s being able to

continue the run. If you think he is leading you on, you must be guided

by the state of the score as to how much you can risk.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 47 / 70 段